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-rw-r--r--engines/hugo/parser_v1d.cpp59
-rw-r--r--engines/hugo/parser_v2d.cpp59
2 files changed, 110 insertions, 8 deletions
diff --git a/engines/hugo/parser_v1d.cpp b/engines/hugo/parser_v1d.cpp
index 9aab521a18..ce57222317 100644
--- a/engines/hugo/parser_v1d.cpp
+++ b/engines/hugo/parser_v1d.cpp
@@ -39,6 +39,7 @@
#include "hugo/file.h"
#include "hugo/schedule.h"
#include "hugo/util.h"
+#include "hugo/sound.h"
#include "hugo/object.h"
namespace Hugo {
@@ -302,13 +303,62 @@ bool Parser_v1d::isCatchallVerb(bool testNounFl, char *noun, char *verb, objectL
void Parser_v1d::lineHandler() {
debugC(1, kDebugParser, "lineHandler()");
- object_t *obj;
status_t &gameStatus = _vm->getGameStatus();
- char farComment[XBYTES * 5] = ""; // hold 5 line comment if object not nearby
-// Reset_prompt_line ();
+ // Toggle God Mode
+ if (!strncmp(_line, "PPG", 3)) {
+ _vm->_sound->playSound(!_vm->_soundTest, BOTH_CHANNELS, HIGH_PRI);
+ gameStatus.godModeFl = !gameStatus.godModeFl;
+ return;
+ }
+
Utils::strlwr(_line); // Convert to lower case
+ // God Mode cheat commands:
+ // goto <screen> Takes hero to named screen
+ // fetch <object name> Hero carries named object
+ // fetch all Hero carries all possible objects
+ // find <object name> Takes hero to screen containing named object
+ if (gameStatus.godModeFl) {
+ // Special code to allow me to go straight to any screen
+ if (strstr(_line, "goto")) {
+ for (int i = 0; i < _vm->_numScreens; i++) {
+ if (!scumm_stricmp(&_line[strlen("goto") + 1], _vm->_screenNames[i])) {
+ _vm->_scheduler->newScreen(i);
+ return;
+ }
+ }
+ }
+
+ // Special code to allow me to get objects from anywhere
+ if (strstr(_line, "fetch all")) {
+ for (int i = 0; i < _vm->_object->_numObj; i++) {
+ if (_vm->_object->_objects[i].genericCmd & TAKE)
+ takeObject(&_vm->_object->_objects[i]);
+ }
+ return;
+ }
+
+ if (strstr(_line, "fetch")) {
+ for (int i = 0; i < _vm->_object->_numObj; i++) {
+ if (!scumm_stricmp(&_line[strlen("fetch") + 1], _vm->_arrayNouns[_vm->_object->_objects[i].nounIndex][0])) {
+ takeObject(&_vm->_object->_objects[i]);
+ return;
+ }
+ }
+ }
+
+ // Special code to allow me to goto objects
+ if (strstr(_line, "find")) {
+ for (int i = 0; i < _vm->_object->_numObj; i++) {
+ if (!scumm_stricmp(&_line[strlen("find") + 1], _vm->_arrayNouns[_vm->_object->_objects[i].nounIndex][0])) {
+ _vm->_scheduler->newScreen(_vm->_object->_objects[i].screenIndex);
+ return;
+ }
+ }
+ }
+ }
+
if (!strcmp("exit", _line) || strstr(_line, "quit")) {
if (Utils::Box(BOX_YESNO, "%s", _vm->_textParser[kTBExit_1d]) != 0)
_vm->endGame();
@@ -345,13 +395,14 @@ void Parser_v1d::lineHandler() {
// Find the first verb in the line
char *verb = findVerb();
char *noun = 0; // Noun not found yet
+ char farComment[XBYTES * 5] = ""; // hold 5 line comment if object not nearby
if (verb) { // OK, verb found. Try to match with object
do {
noun = findNextNoun(noun); // Find a noun in the line
// Must try at least once for objects allowing verb-context
for (int i = 0; i < _vm->_object->_numObj; i++) {
- obj = &_vm->_object->_objects[i];
+ object_t *obj = &_vm->_object->_objects[i];
if (isNear(verb, noun, obj, farComment)) {
if (isObjectVerb(verb, obj) // Foreground object
|| isGenericVerb(verb, obj)) // Common action type
diff --git a/engines/hugo/parser_v2d.cpp b/engines/hugo/parser_v2d.cpp
index a0b0db6234..30ac8a765a 100644
--- a/engines/hugo/parser_v2d.cpp
+++ b/engines/hugo/parser_v2d.cpp
@@ -39,6 +39,7 @@
#include "hugo/file.h"
#include "hugo/schedule.h"
#include "hugo/util.h"
+#include "hugo/sound.h"
#include "hugo/object.h"
namespace Hugo {
@@ -55,13 +56,62 @@ Parser_v2d::~Parser_v2d() {
void Parser_v2d::lineHandler() {
debugC(1, kDebugParser, "lineHandler()");
- object_t *obj;
status_t &gameStatus = _vm->getGameStatus();
- char farComment[XBYTES * 5] = ""; // hold 5 line comment if object not nearby
-// Reset_prompt_line ();
+ // Toggle God Mode
+ if (!strncmp(_line, "PPG", 3)) {
+ _vm->_sound->playSound(!_vm->_soundTest, BOTH_CHANNELS, HIGH_PRI);
+ gameStatus.godModeFl = !gameStatus.godModeFl;
+ return;
+ }
+
Utils::strlwr(_line); // Convert to lower case
+ // God Mode cheat commands:
+ // goto <screen> Takes hero to named screen
+ // fetch <object name> Hero carries named object
+ // fetch all Hero carries all possible objects
+ // find <object name> Takes hero to screen containing named object
+ if (gameStatus.godModeFl) {
+ // Special code to allow me to go straight to any screen
+ if (strstr(_line, "goto")) {
+ for (int i = 0; i < _vm->_numScreens; i++) {
+ if (!scumm_stricmp(&_line[strlen("goto") + 1], _vm->_screenNames[i])) {
+ _vm->_scheduler->newScreen(i);
+ return;
+ }
+ }
+ }
+
+ // Special code to allow me to get objects from anywhere
+ if (strstr(_line, "fetch all")) {
+ for (int i = 0; i < _vm->_object->_numObj; i++) {
+ if (_vm->_object->_objects[i].genericCmd & TAKE)
+ takeObject(&_vm->_object->_objects[i]);
+ }
+ return;
+ }
+
+ if (strstr(_line, "fetch")) {
+ for (int i = 0; i < _vm->_object->_numObj; i++) {
+ if (!scumm_stricmp(&_line[strlen("fetch") + 1], _vm->_arrayNouns[_vm->_object->_objects[i].nounIndex][0])) {
+ takeObject(&_vm->_object->_objects[i]);
+ return;
+ }
+ }
+ }
+
+ // Special code to allow me to goto objects
+ if (strstr(_line, "find")) {
+ for (int i = 0; i < _vm->_object->_numObj; i++) {
+ if (!scumm_stricmp(&_line[strlen("find") + 1], _vm->_arrayNouns[_vm->_object->_objects[i].nounIndex][0])) {
+ _vm->_scheduler->newScreen(_vm->_object->_objects[i].screenIndex);
+ return;
+ }
+ }
+ }
+ }
+
if (!strcmp("exit", _line) || strstr(_line, "quit")) {
if (Utils::Box(BOX_YESNO, "%s", _vm->_textParser[kTBExit_1d]) != 0)
_vm->endGame();
@@ -101,13 +151,14 @@ void Parser_v2d::lineHandler() {
// Find the first verb in the line
char *verb = findVerb();
char *noun = 0; // Noun not found yet
+ char farComment[XBYTES * 5] = ""; // hold 5 line comment if object not nearby
if (verb) { // OK, verb found. Try to match with object
do {
noun = findNextNoun(noun); // Find a noun in the line
// Must try at least once for objects allowing verb-context
for (int i = 0; i < _vm->_object->_numObj; i++) {
- obj = &_vm->_object->_objects[i];
+ object_t *obj = &_vm->_object->_objects[i];
if (isNear(verb, noun, obj, farComment)) {
if (isObjectVerb(verb, obj) // Foreground object
|| isGenericVerb(verb, obj)) // Common action type